You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
74 lines
2.2 KiB
74 lines
2.2 KiB
// STATIC: "HALFLAMBERT" "0..1"
|
|
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
|
|
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
|
|
|
|
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
|
|
// DYNAMIC: "STATIC_LIGHT" "0..1"
|
|
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
|
|
// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
|
|
|
|
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
|
|
// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
|
|
|
|
#include "common_vs_fxc.h"
|
|
|
|
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
|
|
|
|
const float3 cLeafCenter : register(SHADER_SPECIFIC_CONST_0);
|
|
|
|
struct VS_INPUT
|
|
{
|
|
// This is all of the stuff that we ever use.
|
|
float4 vPos : POSITION;
|
|
float4 vNormal : NORMAL;
|
|
float2 vTexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 projPos : POSITION;
|
|
float2 texCoord : TEXCOORD0;
|
|
float3 color : COLOR;
|
|
};
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
|
|
|
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
|
|
bool bStaticLight = STATIC_LIGHT ? true : false;
|
|
|
|
float3 worldPos;
|
|
worldPos = mul( v.vPos, cModel[0] );
|
|
|
|
float3 normal = v.vPos.xyz - cLeafCenter.xyz;
|
|
normal = normalize( normal );
|
|
|
|
float3 worldNormal = mul( float4( normal, 0.0f ), cModel[0] );
|
|
|
|
#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) )
|
|
float3 lighting = DoLighting( worldPos, worldNormal, float3(0,0,0), bStaticLight, bDynamicLight, g_bHalfLambert );
|
|
#else
|
|
float3 lighting = DoLightingUnrolled( worldPos, worldNormal, float3(0,0,0), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
|
|
#endif
|
|
|
|
float3 xAxis = float3( cViewModel[0].x, cViewModel[1].x, cViewModel[2].x );
|
|
float3 yAxis = float3( cViewModel[0].y, cViewModel[1].y, cViewModel[2].y );
|
|
|
|
worldPos += xAxis * v.vTexCoord.x;
|
|
worldPos += yAxis * (1.0f-v.vTexCoord.y);
|
|
|
|
float4 projPos = mul( float4(worldPos, 1.0f), cViewProj );
|
|
|
|
float3 light_vec = float3( 1.0f, 0.0, 1.0 );
|
|
light_vec = normalize( light_vec );
|
|
|
|
o.projPos = projPos;
|
|
// FIXME: if this shader gets put back into use, be sure this usage of normals jives with compressed verts
|
|
o.texCoord = v.vNormal.xy;
|
|
o.color = lighting;
|
|
|
|
return o;
|
|
}
|
|
|
|
|